You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#UE4 Docs: Fixing Jira 1283 by removing the windows env setup section as it was out of date.
#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, anthony.zalar, steve.hardister, robert.gervais [CL 2590061 by Sam Deiter in Main branch]
This commit is contained in:
committed by
sam.deiter@epicgames.com
parent
149ff75b67
commit
bb50ed181a
@@ -217,15 +217,6 @@ Read this section if you are going to do your main development and coding on Win
|
||||
* for (( ;; )) ; do ./UnrealRemoteTool; done
|
||||
* Note that in Mountain Lion, Terminal will remember the working directory and command history, so if you reboot, an up-arrow should recall the command.
|
||||
|
||||
## Windows system setup
|
||||
|
||||
* Set up environment variables (or modify the code in RemoteToolchain.cs so you can share a single Mac for everyone).
|
||||
* ue.RemoteCompileServerName = The DNS name or IP address of the Mac used for compiling (e.g. a1012).
|
||||
* ue.IOSSigningServer = This is optional (when compiling, the package will force the same as ue.RemoteCompileServerName, but if you run IPhonePackager.exe on its own, this will determine the Mac to use if -mac is not specified).
|
||||
|
||||
The reason for two sets of environment variables is to enable completely separate compiling and signing servers. You may need to restart your computer for these changes to take effect.
|
||||
|
||||
|
||||
### Compiling on Windows
|
||||
Once you have completed the above steps for setting up your Windows and Mac systems, compiling should be straightforward, as it uses UnrealBuildTool to perform compilation:
|
||||
* Run //depot/UE4/GenerateProjectFiles_AllPlatforms.bat
|
||||
|
||||
Reference in New Issue
Block a user